Difference between revisions of "Community Roadmap"

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As a way to keep the Horde3D community on the same page in regards to the development of future features, this Community Roadmap will keep an up to date log of the undergoing activities.
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As a way to keep the community in touch with the development of '''Horde3D''' project, this page will keep an up to date log of the official '''Roadmap''' for next releases.
  
{| cellpadding="2" cellspacing="0" style="width: 100%"
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= Release milestones =
|- bgcolor="#6699FF" style="font-size: medium; font-weight: bold"
 
| Feature
 
| Description
 
| Assigned to
 
| Completion
 
| Release date
 
|-
 
| D3D Backend
 
| Write a D3D9/D3D10 backend, in addition to the current OpenGL backend
 
|  
 
| Waiting for definition of gfx API Abstraction Layer.
 
|  
 
|- bgcolor="#ECECEC"
 
| [[Community_Roadmap_-_Compressed_Texture_Support|Compressed Texture Support]]
 
| Support for DDS, PowerVR, and other Texture formats.
 
| swiftcoder
 
| superseded by 1.0 Beta3
 
|  
 
|-
 
| OpenGL ES2.x Backend
 
| Write a OpenGL ES2.x backend, Horde3D port for mobile platforms
 
|  
 
| In Standby. Waiting for definition of gfx API Abstraction Layer.
 
|  
 
|- bgcolor="#ECECEC"
 
| Ambient Occlusion
 
| Add ambient occlusion support for Horde3D
 
|  
 
|  
 
|  
 
|-
 
| [[Community_Roadmap_-_Alpha_Depth_Test|Alpha & Depth Test]]
 
| Provide support for the different tests in the shader context configuration, present in Community SVN
 
| AcidFaucet
 
| 100%
 
| (EST.) September 22nd, 2008
 
|- bgcolor="#ECECEC"
 
| [[Community_Roadmap_-_Shader_Context_Linking|Shader Context Linking]]
 
| Enable Shader XML to link to contexts in other shaders, [http://www.horde3d.org/forums/viewtopic.php?f=8&t=500 public draft available], currently experimenting with multiple implementations
 
| AcidFaucet
 
| 75%
 
| (EST.) September 26th, 2008
 
|-
 
| Terrain system improvements
 
| Enable larger terrains that can be "paged" in blocks. Enable different sources of data than just textures (eg: procedurally generated data).
 
| Reiko
 
| 25%
 
| No estimate
 
  
|}
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Our policy is to release often, with atomic changes between two following releases.
  
<h3>Wishlist:</h3>
+
The current release version is: '''Horde3D 2.0.0'''
{| cellpadding="2" cellspacing="0" style="width: 100%"
 
|- bgcolor="#6699FF" style="font-size: medium; font-weight: bold"
 
| Feature
 
| Description
 
|-
 
| Texture Improvements
 
| Support for simple downloading of texture data, mipmaps for RTT render targets (for e.g. impostors)
 
|}
 
----
 
  
{| style="width: 100%"
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For the future, we planned the following releases:
|-
 
| <h3><span class="mw-headline">Upcoming Horde3D Version: 1.0</span></h3>
 
| <h3><span class="mw-headline">Upcoming Horde3D Editor version: 0.8</span></h3>
 
|-
 
| <b>The current version is: v1.0.0 Beta3</b>
 
| <b>The current version is: v0.8.0</b>
 
|-
 
|For version 1.0.0 Beta2 of Horde3D the following features have been
 
integrated:</p>
 
<ul>
 
<li><b>Support For Compressed Animations</b></li>
 
<li><b>Occlusion Culling For Light Sources</b></li>
 
<li><b>Statistics For Better Debugging</b></li>
 
<li><b>CMake Files For More Compiler Support</b></li>
 
</ul>
 
See also the [http://www.horde3d.org/docs/_changeLog.html changelog] for more details.
 
In the following weeks no new features will be implemented. Instead the development will be focused on bug fixes and further documentation.
 
  
| The next version 0.8.0 will be based on Horde3D v.1.0.0 Beta2 and will bring a sample plugin for attachments.
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=== Horde3D 2.1.0 ===
|}
+
 
 +
* Emscripten support
 +
* Directional light support
 +
* FBX and gltf 2.0 support in collada (asset) converter
 +
* Extension for debug geometry shapes drawing
 +
* Initial PBR support
 +
* PBR sample
 +
 
 +
=== Horde3D 2.2.0 ===
 +
 
 +
* New sample that show how to work with different light types, cameras, pipelines and render to texture
 +
* OpenGL 4 AZDO (Achieving zero driver overhead) improvements
 +
* Unification of OpenGL backends common functionality
 +
* Multithreaded culling and scene graph updates (partial)
 +
* Basic instancing support
 +
* Reflection probes
 +
 
 +
=== Horde3D 2.3.0 ===
 +
 
 +
* Multithreaded rendering
 +
* Binary shader (preparation for Vulkan shaders)
 +
* Multithreaded culling and scene graph updates
 +
* Instancing support
 +
 
 +
=== Horde3D 3.0.0 ===
 +
 
 +
* Moving scene graph to utility library.
 +
* Clustered forward (deferred) lighting support.
 +
* Model resources.
 +
* Vulkan support
 +
* Custom memory allocation
 +
* Support for double precision variables.
 +
* Full PBR support, rewrite shader system
 +
 
 +
You can follow the progress on this '''GitHub''' page:
 +
 
 +
https://github.com/horde3d/Horde3D/issues
 +
 
 +
= Versioning system =
 +
 
 +
The '''Horde3D''' project is following [http://semver.org/ SemVer 2.0] definition.
 +
 
 +
Basically it means that, given a version number '''MAJOR.MINOR.PATCH''', we increment the:
 +
 
 +
<blockquote>
 +
<b>MAJOR</b> version when we make incompatible API changes,
 +
<br/>
 +
<b>MINOR</b> version when we add functionality in a backwards-compatible manner, and
 +
<br/>
 +
<b>PATCH</b> version when we make backwards-compatible bug fixes.
 +
</blockquote>
 +
 
 +
Additional labels for pre-release and build metadata are used when necessary ('''i.e.:''' ''Alpha'', ''Beta'', ''Release Candidate'', etc.)
 +
 
 +
{{ContentBlock | width=100% | thickness=1 | color=#eeee88 | content-color=#ffffcc | content=
 +
A '''deprecated''' version of this '''Roadmap''' is available at: [[Community Roadmap deprecated]].}}

Latest revision as of 19:27, 15 February 2021

As a way to keep the community in touch with the development of Horde3D project, this page will keep an up to date log of the official Roadmap for next releases.

Release milestones

Our policy is to release often, with atomic changes between two following releases.

The current release version is: Horde3D 2.0.0

For the future, we planned the following releases:

Horde3D 2.1.0

  • Emscripten support
  • Directional light support
  • FBX and gltf 2.0 support in collada (asset) converter
  • Extension for debug geometry shapes drawing
  • Initial PBR support
  • PBR sample

Horde3D 2.2.0

  • New sample that show how to work with different light types, cameras, pipelines and render to texture
  • OpenGL 4 AZDO (Achieving zero driver overhead) improvements
  • Unification of OpenGL backends common functionality
  • Multithreaded culling and scene graph updates (partial)
  • Basic instancing support
  • Reflection probes

Horde3D 2.3.0

  • Multithreaded rendering
  • Binary shader (preparation for Vulkan shaders)
  • Multithreaded culling and scene graph updates
  • Instancing support

Horde3D 3.0.0

  • Moving scene graph to utility library.
  • Clustered forward (deferred) lighting support.
  • Model resources.
  • Vulkan support
  • Custom memory allocation
  • Support for double precision variables.
  • Full PBR support, rewrite shader system

You can follow the progress on this GitHub page:

https://github.com/horde3d/Horde3D/issues

Versioning system

The Horde3D project is following SemVer 2.0 definition.

Basically it means that, given a version number MAJOR.MINOR.PATCH, we increment the:

MAJOR version when we make incompatible API changes,
MINOR version when we add functionality in a backwards-compatible manner, and
PATCH version when we make backwards-compatible bug fixes.

Additional labels for pre-release and build metadata are used when necessary (i.e.: Alpha, Beta, Release Candidate, etc.)


A deprecated version of this Roadmap is available at: Community Roadmap deprecated.